Hello again War Masters,
This assault maneuver has been explained a lot by many other wargaming sites but if you have missed all those or are new to the game…
Let’s talk about the “Slingshot” maneuver:
Basically one Independent Character gives boost to a unit that would otherwise not be able to get into Assault.
A squad of Assault Marines and a Captain with Jump Pack are close to a big squad of Termagants. The Captain alone will only be bogged down by the Termagants. How do we handle the situation:
1: The Assault Marines Move forward 12″.
2: They are 10″ away from the Termagants. No way are they going to make that roll in the Assault Phase. Without any re-rolls even as they have used their jump packs in the Movement Phase.
3: The Captain with Jump Pack goes in front of the marines and joins the unit giving them additional 3″.
4: Now at 7″ away the Assault is more than doable.
Or the other way around:
A Tyranid Prime and some Termagants are close to a unit of Tactical Marines. The Termagants are no match for the super humans of the imperium. The Tyranid Prime however could make mincemeat out of the Marines with his Boneswords:
1: Tyranid Prime moves 6″ to get into position.
2: Almost 11″ away. A Tyranid Prime can hardly make that charge.
3: Position the Termagants so that they are close to the prime (joining the two units) and close to the Tactical Marines.
4: Even a good Overwatch will hardly save those Marines.
What do you guys think? Will you use this maneuver? Have you tried it before?